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Eradrop

A very large map I made!

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Hello DoomWorld:

I have been working on very large slaughter-like tachbase with all kinds new stuff(weapons, realm667 monsters and even powerups).

I'm kindda new to this forum and to the editing scene, so I need you guys to play it and tell me what you think about my style of mapping.
Its very large and heavy(23mb) but its really impressive in size and combat.

I don't really know how to upload pictures in the right size so forgive me for that. I assure you I mean no harm.

Link:

http://www.mediafire.com/download/nnpx9ad7c8pulxx/Deep+In+Hell+-+ZDoom.wad

have fun!

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I like this map, although I didn't get very far >_>

But yeah, to post images just upload to an image hosting site. Copy the image location with right click and then when posting it put the link between (img) and (/img) *Brackets replaced with []* and you should be good to go....but make sure the image isn't huge or anything.

Quite difficult I found, I killed all enemies in the first room but one little imp. I was looking for the way out and I got wasted by it, thought I had them all!! But I liked it.

I'm not really good at reviewing maps at all, so I'm just giving my short opinion on it.

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Actually, it was a gr8 map, better than many maps I've played before. It's hard at first when you come by the stairs with revanants, and also some narrow areas surrounded by number of monsters; I died a couple of times but it was fun and manageable. I give it 9/10.

Level details: 10/10
Monsters placement: 8/10
Ammo and supplies: 10/10
Music: 9/10
Fun: 10/10

Waiting 4 more. BTW how did it take to make?

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wow holy shit you weren't kidding. quite large. Mech-map sized, ish. gonna check this out :D looks quite nice from roaming around in DB for a minute (get at me, essel)

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Woah, it's seriously gigantic! My bad that I didn't believed at the beginning...

Also, 3 years for a single map?! Respect for you.

Amazing design BTW.

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What is it with people not putting their WADs inside archives these days? It's becoming an epidemic. The 23MB download becomes a just under 9MB in a standard zip and under 7 in a 7z. Those are both significant reductions in size. What's more, ZDoom even supports those archive formats so there is no need to decompress them before playing! Have some consideration for people on slow connections or with Internet download caps.

Right, rant over. :P

From what I can see, it's a damned impressive map. I'm going to need to find some time to play it though. This clearly isn't going to be a "coffee break" map.

BTW, the console reports some errors:

Script error, "Deep In Hell - ZDoom.wad:GLDEFS" line 2161:
Warning: dynamic lights attached to non-existent actor ShadowBall

Brightmap 'BMSHDWA1' not found in texture '(null)'
Brightmap 'BMSHDWA2' not found in texture '(null)'
Brightmap 'BMSHDWA3' not found in texture '(null)'
Brightmap 'BMSHDWB1' not found in texture '(null)'
Brightmap 'BMSHDWB2' not found in texture '(null)'
Brightmap 'BMSHDWB3' not found in texture '(null)'
Brightmap 'BMSHDWB4' not found in texture '(null)'
Brightmap 'BMSHDWC1' not found in texture '(null)'
Brightmap 'BMSHDWC2' not found in texture '(null)'
Brightmap 'BMSHDWC3' not found in texture '(null)'
Brightmap 'BMSHDWD1' not found in texture '(null)'
Brightmap 'BMSHDWD2' not found in texture '(null)'
Brightmap 'BMSHDWD3' not found in texture '(null)'
Brightmap 'BMSHDWE1' not found in texture '(null)'
Brightmap 'BMSHDWE2' not found in texture '(null)'
Brightmap 'BMSHDWE3' not found in texture '(null)'
Brightmap 'BMSHDWF1' not found in texture '(null)'
Brightmap 'BMSHDWF2' not found in texture '(null)'
Brightmap 'BMSHDWF3' not found in texture '(null)'
Brightmap 'BMSHDWG1' not found in texture '(null)'
Brightmap 'BMSHDWG2' not found in texture '(null)'
Brightmap 'BMSHDWG3' not found in texture '(null)'
Brightmap 'BMSHDWG4' not found in texture '(null)'
Brightmap 'BMSHDWG5' not found in texture '(null)'
Brightmap 'BMSHDWI0' not found in texture '(null)'
Brightmap 'BMSHDWJ0' not found in texture '(null)'
Brightmap 'BMSHDXA0' not found in texture '(null)'
Brightmap 'BMSHDXB0' not found in texture '(null)'
Unknown middle texture 'STARBRN1' on first side of linedef 5756
Unknown middle texture 'STARBRN1' on first side of linedef 5766
Unknown middle texture 'STARBRN1' on first side of linedef 5877
Unknown middle texture 'STARBRN1' on first side of linedef 5878
Unknown middle texture 'STARBRN1' on first side of linedef 5886
Unknown middle texture 'STARBRN1' on first side of linedef 6046
Unknown middle texture 'STARBRN1' on first side of linedef 6058
Unknown middle texture 'STARBRN1' on first side of linedef 6059
Unknown middle texture 'STARBRN1' on first side of linedef 6063
Unknown middle texture 'STARBRN1' on first side of linedef 6064
Unknown middle texture 'STARBRN1' on first side of linedef 6069
Unknown middle texture 'STARBRN1' on first side of linedef 6439
Unknown middle texture 'STARBRN1' on first side of linedef 6441
Unknown middle texture 'STARBRN1' on first side of linedef 6442
Unknown middle texture 'STARBRN1' on first side of linedef 6445
Unknown middle texture 'STARBRN1' on first side of linedef 6447
Unknown middle texture 'STARBRN1' on first side of linedef 6485
Unknown middle texture 'STARBRN1' on first side of linedef 6488
Unknown middle texture 'STARBRN1' on first side of linedef 6492
Unknown middle texture 'STARBRN1' on first side of linedef 6498
Missing texture 'STARBRN1' is used 18 more times

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ENJAY : Thank you for the advice.
And about the script error, I tested the map in Skulltag and I havn't see the script error. Can you tell me what sourceport you using?

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Yes, the archived wad is a terrific idea, I used winrar to compress it to 7 mb, and i noticed no bug or error whatsoever; I use "Zandronum".

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It looked and played great from what I played, but I found the scripts that made the bodies disappear and that stopped the monsters from infighting to be really off putting and sacrilege and I sentence you to death. :P

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Eradrop said:

And about the script error, I tested the map in Skulltag and I havn't see the script error. Can you tell me what sourceport you using?

That was with both the current release and development versions of GZDoom. GZDoom is much more up to date than Skulltag or Zandronum and, along with many other things, it contains more extensive error reporting. The error will still be there in Skulltag but Skulltag just won't be telling you about it.

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I agree with DeathevokatioN so far. I can see where not having the infighting mechanic enables some of the heterogeneous hordes to be more of a threat to the player, buuuuuttttt.....I think what this mostly amounts to is it'll just take the player longer to clear things out, as opposed to adding a huge degree of extra challenge (although it probably makes arch-viles almost unbearably nasty, I suppose). When you've got 4000+ monsters deployed mostly in large hordes to get through, some modicum of features that expedite their management and disposal are probably in the best interest of the map's overall feel.

Also, please don't take away my demon corpses :(. Seeing the carpet of death grow over time is a small but satisfying part of the kind of multi-monster onslaught that Doom is so good at.

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While I love the amount of detail the map has, slaughtermaps really aren't my thing, so I kinda just said "yeah, okay, had enough now" around 600 monsters into the ~4000 present (I just got a red key, I think, after taking out two Cyberdemons in an outdoor arena, but before handling a Spectre and Cacodemon horde in the same place).

This would surely be up a slaughter fan's alley, though.

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